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SUNSHIRE – SCOD Ecovillage Game

Posted in ecovillages, Uncategorized with tags , , , , , , , , on December 5, 2015 by Drogo

Cooperative Communal Winning!!!

Goal: Win by working together to build and maintain a thriving eco-village. Make the village within 12 years (turns), and keep it for another 12. Survive 24 years of life-changing events and start a legacy of stewardship for the Earth!

Sunshire Game Board

Start: Pick a color building to start with. Blue Long-house; Red Brick-house, Black Herb-House. Blue has 1 savings & 3 income, Red has 3 savings & 2 income, Black has 3 savings & 1 income to start with.

Play: The game is played by keeping a ‘character record sheet’, rolling 2 (6-sided) die each turn, reading the results on the ‘result table’ aloud, and following what it says. Mark each turn on the ‘character record sheet’ to keep track of how many turns have been taken. The result roll will determine your actions each turn. IMPORTANT: At any time any player can give any other player savings from their account, or make any transaction that is mutually agreed upon; this allows cooperation by those with excess savings to alleviate the suffering of others. Trade, Gifts, or Building Dwellings can take place once per turn.

Character Record Sheet: Must be maintained each turn.

Player name & Start color:

Turns taken (game ends in 24):

Savings (start color #):

Income-bill Ratio (start color #):

Dwellings (as you place them):

Income-bill Ratio = Net Profit added each turn to your savings (gross-bills)

Savings = monetary or resource amount you have in storage reserves

*

Result Table (this takes the place of using cards)

mark a turn after each roll, and add your income/bill ratio rate to your savings each turn.

2 = Share a Harvest [+1 savings, and +1 savings also given to a friend]

3 = Harvest natural resources [+2 income, +1 savings]

4 = Discount Dwelling using all free materials [-3 savings, place any dwelling]

5 = Commute to Volunteer Job [-1 savings, -1 income]

6 = Lucky Harvest [+3  savings, and +1 income]

7 = Renovate property for maintenance [-3 savings]

8 = Commute to Job [-2 savings, +3 income]

9 = Pay medical Bills [-5 savings]

10 = Guests!!! Pay extra special Bills [-3 savings]

11 = DAMAGE on your property!!! [lose all income for this turn, & -5 savings]

12 = Long-house has an event that raises +5 in total savings (share).

*

Place a Dwelling: when the result table tells you to ‘place a dwelling’, pick from the dwelling icons and place it on a yellow circle on the map. Also mark on your character sheet that you have a dwelling and how much resources or bills it adds to your sheet.

7 Dwellings to Build & Rent: A-Frame, Tree-Pole, Dome-Shingle, Glass-Metal, Yurt-Teepee, Adobe-Cob, Under-Earth

Yurt-Teepee House = canvas tents and hides on frames [-4 savings, +1 rent income]

Adobe-Cob House = clay brick & stucco straw-bale [-5 savings, +2 rent income]

Under-Earth House = hill-side walls & sod roof [-6 savings, +2 rent income]

A-Frame House = cedar gable log-cabin [-7 savings, +3 income]

Tree-Pole House = up in trees on stilts and wedge beams [-8 savings, +3 rent income]

Dome-Shingle House = below the trees with decks [-9 savings, +4 rent income]

Glass-Metal House = geodesic, clear and colored glass [-10 savings, +5 rent income]

7 dwellings

  • That’s it!
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5 Rule Theory on Gaming

Posted in Cooperatives / Communities / Networks / Travels, Psychology with tags , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , on February 4, 2011 by Drogo

Drogo’s Gaming Theory

Five Rules for Roleplaying, Rollplaying, and related playing of strategy and character based games…


Playing games for fun is not a phase for me. I don’t only play the latest and coolest, most trendy games. Nor have I even been in a regular group of gamers in years. However I do consider myself a Master of several games, at least in one or two capacities. One of those games I played for years with other people was Dungeons & Dragons. After 10 years of playing I was a Master Dungeon Master, proficient at a few styles of control. It was during my apprenticeship to older Dungeon Masters that I acquired my philosophy of game play.

My favorite Dungeon Masters had similar traits, although they did not know each other. Their ways of controlling was compatible with their ways of playing. Their dominant traits tended to avoid or deny gain by intentional selfishness, rudeness, greed, or cruelty. If spite bias was ever used, it was for conflict resolution. Here I will attempt to list the guidelines of my theory for running games:

1. Prepare ahead of time, so that game play will run smoothly. Preparation can minimize lost time searching through notes or the rule book. Have a few conclusions in mind, and what the psychological results might be.

2. Roll alot of dice to maintain a continuous element of Neutrality, while guiding the story.

3. Guide the story with subtle bias in favor of the characters because you care about the individual people playing.

4. Foster morality and ethics by rewarding ‘goodness’ and punishing ‘badness’. This concept is relative to Character Alignment. Good characters will be guided or controlled by Good Deities, and Bad characters will be guided or controlled by Evil Deities. The result of this is that if the player acts ‘out-of-alignment’ and refuses to correct their behavior, the DM can step in and guide or control their character by using a ‘higher power’ (like a Deity) in the game.

For example if a player wants to play a ‘good’ character, but acts ‘bad’ then an Evil Deity can take control of their character. Whether the player gets control back, depends on whether or not the player modifies the alignment to fit their behavior, or changes their actions to fit the alignment better. If a player wants to play an evil character, and they are being awful to other players or the DM, the DM may retain control of their character through the Evil Deity indefinitely. This is one way to attempt to have good game play, rather than ban players or quit the game.

5. Help everyone to have fun!!!

* not included: tips on game writing or character creating

 

 

 

Metaphors For Life

Posted in Individuals / Members / Monsters / Creative Writing, Psychology, Spiritual with tags , , , , , , , , , , , , , , , on September 4, 2010 by Drogo

Metaphors To Describe Aspects of Life

Which ones do you like best and why?

The following metaphors for life can be used in sentences;

“Life is a ___.”

Also “What do you think about ___?”; which then describes certain feelings you have towards aspects of life.

Metaphors for Life:

Game

Dream

Novel

Play / Movie (The World is a Stage with different Sets)

Party

Dance (applies to feelings about Sex)

Ocean (applies to feelings about Death)

Beach

River

Journey / Trip

War  (the meaning of life is to attack)

Opera / Song Ballad

Mystery

Maze*  (its confusing, but you don’t always want to get out)

*Walls (applies to feelings about barriers in life)

Door (secret of life is behind a door and you hold the key)

Hallway of Doors (many options in life)

Opportunity

Circus

Heaven / Hell

Pile of Shit

etc…. (please comment, list your own)